Step 1:
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.
Step 2:
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. Don't confuse this with "emblemorder_ahriman_extend"
Step 3: Copy and paste the entire file into a file editor for convenience. You can skip this step if you want to edit a 35.000 line long file in the RPG Maker editor. I wouldn't recommend it.
Step 4: Use the search function of your editor to look for
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.
Step 5: You should now have a little over 1500 results for a
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.
Rule 1:
DON'T TOUCH ANYTHING OUTSIDE THE CURLY BRACKETS, you will fuck your code up
Rule 2:
DON'T TOUCH ANYTHING OUTSIDE QUOTATION MARKS, you will fuck your code up
The first option of that line is "kyara" in katakana. That is the name of the character talking. Replace the name in quotations with the English name.
The second option is the emote, or picture, of that character that appears next to the text in game. Don't touch this, as you don't need to change the portrait of who is speaking.
The third option is the actual text of what is being said.
Careful now! If there are 3 pairs of quotation marks in the square brackets after "text=>", then you should have 3 pairs of square brackets once you're done translating.
Example:
text=>["Überseze diesen Text", "Diesen auch", "Und Diesen auch noch"] translates to
text=>["translate this text", "this one as well", "and finally this one"].
Don't touch anything else, no clue what "option" does, so better not to find out.
Mind you, this will probably lead to line break problems in the game, as Japanese conveys a lot of information with very few characters sometimes. You will most likely end up with a couple cases where the English text will exceed the text box in game.
I don't know how to fix that, because I don't use RPG Maker. Once you are done with the actual translation I'm sure someone with more experience than me should be able to help you with that issue though.
Once you have everything translated copy the entire script again and paste it where you originally got it from (script editor -> emblemorder_ahriman_contents). If you followed rule 1 and 2 nothing should break and the game should now be fully translated.
The reason people are saying the game is hard to translate without destroying it, is because conventional auto translators will take the script file and translate
everything in it, not just dialog, but also function calls. That makes auto translators
completely useless when translating this game, for anything that happens in dialog boxes at least. But someone translating manually can still
very easily translate this game, as the code is structured pretty simply.
Last tip: Make sure to make a safety copy of the script every 100 translated lines or so. Nothing is more frustrating than translating 1000+ lines and realizing the game breaks. Cause now you have to sift through every!
single! one! to find where you fucked up. If you have any more questions just post them here, I periodically check every once in a while.